#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D ourTexture0;
uniform sampler2D ourTexture1;

void main()
{
    // FragColor = texture(ourTexture, TexCoord0);
    FragColor = texture(ourTexture1, TexCoord) * vec4(ourColor, 1.0);
    FragColor = mix(texture(ourTexture0, TexCoord), texture(ourTexture1, TexCoord), 0.1); //0.2会返回80%的第一个输入颜色和20%的第二个输入颜色，即返回两个纹理的混合色
}